Welcome!

Greetings, and thanks for taking the time to read the Netbook of Feats. This project is the result of a lot of hard work by all our contributors, reviewers, editors, the Fantasy Netbook Community Council, and myself. It represents thousands of hours of hard work and boundless creativity. We sincerely hope that you enjoy it and find something here that enhances your game or simply entertains.

The Netbook of Feats is one of many Netbooks produced by the fine folks at the Fantasy Netbook Community Council. Indeed the Netbook of feats is the one that started the organization in late 2000. In the time since then it has changed a lot, and will continue to change. The Fantasy Netbook Community Council is a fan based, volunteer organization committed to publishing fan works in a semi-professional format. We work with authors to refine and improve their work, so that it meets or exceeds the standards set forth by professional game publishers.

The Netbook of Feats is published using Wizard of the Coast's Open Gaming License (OGL). This legal document (found in the legal section of the NBOF) protects the work in this document so that it remains free for you to use in almost any way imaginable. Basically the material in the NBOF that is designated as Open Gaming Content (OGC), which is almost everything in the NBOF, can be used in any publication, amateur or professional without any restrictions, except that you must credit the original author of the work. To use our feats you needn't pay us, or ask permission, or sign any contracts, the only thing you must do is include the OGL in any document you use the material in, and you must abide by the rules of the OGL.

We hope that in time, the quality, and quantity of feats in this netbook become a kind of standard resource for d20 players. We will continually refine and add to the NBOF so long as someone is willing to carry it forward. Already we have more feats under the Netbook than have been published by any other single professional publisher. If you like what your read here, please spread the word about us and share the Netbook with as many of your friends as possible. And if you are feeling creative, please send us your own feats so that you can join our growing family of authors.

Yours Truly,
Sigfried Trent
Netbook of Feats Team Leader




Credits

Project Lead:
Sigfried Trent

Executive Administration Assistant:
Anne Trent

Editing Help From:
Devon Jones, Joshua Cottrill Jason Aults, David Anderson Jr., ChromWolf, Kevin Rockwell, John Lamping, Troy Lenze, Rob Biggar, Darren,Reginald Blue,Antoine Morice

Project Team/Review Board:
Carl Cramér, Sigfried Trent, Eric D. Harry, Peter Campbell

Special Thanks To:
Fred Wolke, Paul King

NBOF Alumni:
Bradley H. Bemis Jr., Fred Wolke, Mike Kletch, Alan Sullivan

Illustrations:
Darrell Langley

Border Art & Netbook Layout:
Anne Bernardo

Published Contributors:
Agustín Martín, agusmb@netscape.net (26)
Alan Sullivan, (126)
Albert Nakano, bertman4@yahoo.com (12)
Anne Trent, oni-anne@home.com (4)
B. Marcus Lindberg, marcus.lindberg@ausys.se (17)
Bradley H. Bemis Jr., bradleyb@bigfoot.com (1)
Brendan Quinn, bloodymediocrity@aol.com (2)
Brian A. Smith, (brian-a-smith@home.com) (41)
Carl Cramér, stephen_starfox@yahoo.se (9)
Curtis Bennett, die_kluge@hotmail.com (19)
Daniel Langdon, nigthfall@netexplora.com (24)
Eric D. Harry, esjmh.oh@netzero.net (15)
Ian Cheesman, firebirdanddragon@yahoo.com (70)
John O. Lamping, lamping@stanfordalumni.org (118)
Joshua Turton, calairedleaf@yahoo.com (97)
Michael J. Kletch, mjkletch@yahoo.com (10)
Paul W. King, pkingdnd@yahoo.com (68)
Peter K. Campbell, p.Campbell@bigfoot.com (29)
Rebecca Glenn, rebecca_glenn@udlp.com (11)
Rick Coen, rick.coen@eds.com (71)
Scott Metzger, YoYoDyne@webweaver.zzn.com (36)
Sigfried Trent, SigTrent@home.com (3)
System Reference Document, (0)
Sébastien Adhikari, sebadhikar@yahoo.com (34)
Tyson Neumann, neumannt@health.missouri.edu (28)
William Setzer, William_Setzer@ncsu.edu (42)




Table of Contents

Introduction

Feats

Index of Feats
Combat Feats
Magical Feats
General Feats
Special Feats
Psionic Feats
Ultra Special Feats

Special Features
Feat Rules
About the Netbook

Legal Section
Introduction
Q and A
Declaration of Open Gaming Content
Disclaimers
OGL license
D20 license




Feats
Feats are listed by chapter, then alphabetically. New feats appear in red with an asterix, and feats from the SRD are marked as such. You can jump to a feat by clicking on it and return to the list by using the back button.


Combat Feats

3.52 Accurate Attack
4.52 All-out Attack
4.15 Alternate Attack
4.40 Ambidexterity (SRD)
4.00 Anything Goes Combat
4.25 Anything Goes Long
4.35 Armed Deflect Arrows
4.60 Armor Focus
5.00 Armor Proficiency (heavy) (SRD)
5.00 Armor Proficiency (light) (SRD)
5.00 Armor Proficiency (medium) (SRD)
4.38 Attack Focus
4.65 Blind-fight (SRD)
3.95 Body Combat
4.08 Bonded Weapon
4.10 Bow Mastery
3.80 Called Shot
4.70 Cleave (SRD)
4.38 Cleave Asunder
3.40 Clinch
4.24 Close Order Combat
4.65 Combat Archery *
3.44 Combat Focus
4.85 Combat Reflexes (SRD)
3.38 Combat Surge
3.76 Combat Tactics
4.40 Concerted Attack
4.10 Counter Strike
4.30 Create Opportunity
4.20 Defensive Study
4.00 Deflect Arrows (SRD)
4.00 Deflect Attack
3.62 Deft Lunge
4.60 Dexterous Dodge
4.60 Dodge (SRD)
4.45 Double Weapon Fighting
4.70 Ducking Shot
4.15 Elven Archery
4.70 Exotic Weapon Proficiency (SRD)
4.10 Expert Aim
4.90 Expertise (SRD)
5.00 Far Shot (SRD)
3.85 Fencing Stance
4.64 Flashy Attack
4.02 Flurry Of Blades
3.76 Fracture
4.80 Great Cleave (SRD)
3.80 Great Sunder (SRD)
4.18 Greater Overrun
3.35 Greatweapon Quickness
4.85 Improved Bull Rush (SRD)
3.22 Improved Combat Focus
4.95 Improved Critical (SRD)
4.82 Improved Deflect Arrows
4.60 Improved Deflect Attack
5.00 Improved Disarm (SRD)
4.60 Improved Dodge
4.45 Improved Far Shot
4.55 Improved Power Attack
4.10 Improved Power Double Weapon
4.15 Improved Subdual
4.78 Improved Subdue
4.95 Improved Trip (SRD)
4.55 Improved Two-weapon Fighting (SRD)
4.70 Improved Unarmed Strike (SRD)
4.40 Improvised Weapons
4.75 Lethal Fist
3.76 Lightning Parry *
4.20 Main Gauche
5.00 Martial Weapon Proficiency (SRD)
4.20 Missile Proof
5.00 Mobility (SRD)
4.90 Mounted Archery (SRD)
4.65 Mounted Combat (SRD)
4.36 Mounted Dodge
4.30 Mounted Overrun
4.25 Near And Far
4.25 Opportunity Shot
3.82 Piercing Shot
4.20 Pin Weapon
4.90 Point Blank Shot (SRD)
4.44 Pole Fighting
4.65 Power Attack (SRD)
4.35 Power Double Weapon
3.90 Power Finesse
5.00 Precise Shot (SRD)
4.20 Pull Blow
4.70 Quick Draw (SRD)
4.20 Quicksilver
4.05 Ranged Shield Pin
5.00 Rank Fighting
4.70 Rapid Shot (SRD)
4.00 Rapid Thrust
4.84 Reflex Set
5.00 Ride-by Attack (SRD)
4.00 Riposte
4.75 Sense Feint
4.28 Shield Cover *
3.75 Shield Expertise
4.65 Shield Focus
4.04 Shield Mastery
4.95 Shield Proficiency (SRD)
4.48 Shield Skill *
4.80 Shot On The Run (SRD)
4.90 Simple Weapon Proficiency (SRD)
4.00 Skirmishing
4.00 Spear And Shield
3.85 Spinning Weapon Defense *
4.90 Spirited Charge (SRD)
4.75 Spring Attack (SRD)
4.00 Stone Thrower
3.60 Stunning Fist (SRD)
4.80 Stunning Fist (SRD)
4.85 Sunder (SRD)
4.20 Team Fighting
3.70 Threatened Reach
4.30 Throw And Charge
3.70 Tornado Attack
4.66 Touch Mastery
4.85 Trample (SRD)
4.05 Tumbling Attack
4.30 Twin Weapon Fighting
4.05 Two-handed Flurry
5.00 Two-weapon Fighting (SRD)
4.05 Two-weapon Harmony *
3.80 Ultimate Cleave
4.24 Up And Down *
2.96 Weapon And Shield Offensive Harmony *
3.62 Weapon Brace *
4.70 Weapon Finesse (SRD)
4.75 Weapon Focus (SRD)
4.10 Weapon Juggle
4.00 Weapon Mastery
4.55 Weapon Tricks
4.30 Wheeling Attack
4.70 Whirlwind Attack (SRD)
4.15 Whirlwind Defense
3.52 Whirlwind Strike
4.32 Wild Rider
4.68 Zone Of Deflection *

Magical Feats

4.45 Aggressive Casting
4.15 Arcane Spell
4.62 Arcane Understanding
4.36 Area Control
4.58 Armored Caster
3.76 Bonus Spells Focus
4.80 Brew Potion (SRD)
4.00 Cannibalistic Casting
4.04 Cantrip
4.00 Cantrip Mastery
4.05 Channel Touch Spell
4.80 Combat Casting (SRD)
4.32 Concentration Spell
5.00 Controlled Burst
4.00 Craft Crystal Capacitor (SRD)
4.40 Craft Dorje (SRD)
4.80 Craft Magic Arms And Armor (SRD)
4.02 Craft Magic Tattoo
4.40 Craft Psionic Arms And Armor (SRD)
4.80 Craft Rod (SRD)
4.80 Craft Staff (SRD)
4.40 Craft Universal Item (SRD)
4.80 Craft Wand (SRD)
4.80 Craft Wondrous Item (SRD)
3.96 Create Wondrous Creature
4.52 Destructive Force
4.80 Dispel Mastery *
4.12 Divine Dominion
4.04 Divine Gift
4.10 Draconic Bloodline
4.34 Dual Energy Spell *
4.65 Empower Spell (SRD)
4.40 Encode Stone (SRD)
3.65 Enhanced Draconic Bloodline
4.50 Enlarge Spell (SRD)
4.42 Expand Spell
5.00 Expanded Domains
4.85 Extend Spell (SRD)
3.28 Extend Spell List
4.28 Fast Item Creation
4.24 Fast Spell
4.20 Fire To Ice
4.20 Force Spell
4.80 Forge Ring (SRD)
4.24 Giveaway Spell
4.18 Greater Held Charge
4.44 Greater Signature Focus *
4.34 Greater Spell Toughness
4.08 Hardened Spell
3.80 Heighten Power (SRD)
4.40 Heighten Spell (SRD)
4.36 Hole In The Middle
4.18 Impact Spell
4.24 Improved Caster Level
4.12 Improved Extend Spell *
4.60 Improved Spells Per Day
3.70 Inner Depths Of The Soul
4.65 Intuitive Spell Knowledge
3.30 Known Spells Focus
3.10 Learned Metamagic
3.62 Magic Secret
4.30 Mass Effect Spell *
4.90 Maximize Spell (SRD)
4.10 Metaffinity
4.65 Metaspell
4.64 Mindless Effort
4.15 Minor Spell Mastery
3.90 Opportunity Counterspell
4.18 Powerless Spell
4.50 Prismatic Energy Spell *
4.20 Quicken Spell (SRD)
3.50 Recharge
4.12 Research Genius
3.74 Research Trinity
4.36 Restore Effort
4.40 Ritual Spell
4.80 Scribe Scroll (SRD)
4.40 Scribe Tattoo (SRD)
3.56 Self Item
4.76 Signature Focus *
4.95 Silent Spell (SRD)
4.10 Slow Spell
3.55 Spell Affinity
4.95 Spell Focus (SRD)
4.95 Spell Penetration (SRD)
3.65 Spontaneous Metacasting
4.10 Spontaneously Convert Spell *
4.55 Stable Spell
5.00 Still Spell (SRD)
4.80 Stylize Spell
4.30 Substitute Focus *
4.16 Subtle Spell
4.56 Summoning Concentration
4.48 Tactical Spellcasting *
4.30 Tap Item
4.24 Touch To Ray
3.82 Transfer Spell
4.52 Transference
4.18 Trick Spell
4.12 Ward

General Feats

4.24 Aerobatics
4.95 Alertness (SRD)
3.62 Ambitious Leader
4.40 Apothecary
4.45 Armored Vigilance
3.85 Attribute Training
4.32 Battle Leader
4.50 Beast Tongues
4.26 Bookworm
4.52 Camouflage
4.60 Campaigner
4.25 Craftsman
4.35 Cross-class Learning
4.48 Cross-class Secrets
4.40 Destruction
4.75 Detect Poison
3.66 Determined Soul
4.45 Disease Resistance
3.70 Double Step
4.10 Draconic Bloodline
4.18 Ectophysiology *
4.40 Endurance (SRD)
4.12 Expert Healing
4.04 Fake Spell
4.40 Fast Mover
4.04 Favored Class
4.28 Fearsome Display
4.60 Flyby Attack (SRD)
4.10 Fortune
4.55 Gigantic Weapon
4.95 Great Fortitude (SRD)
4.60 Greater Disease Resistance
4.60 Greater Poison Resistance
4.46 Hardy Brawler
3.30 Heirloom
4.35 Herculean Effort
4.30 Heroic Evasion
3.75 Hide Tracks
4.15 Improved Feint
5.00 Improved Initiative (SRD)
4.50 Improved Mounted Combat
4.50 Improved Recovery
4.60 Improved Toughness
3.58 Inspiring Leader
4.30 Instant Awakening
4.95 Iron Will (SRD)
4.48 Kick-up *
4.16 Knowledge Focus
4.45 Leadership (SRD)
4.20 Learning Sacrifice
4.55 Legendary Toughness
4.25 Librarian *
4.75 Light Sleeper
4.95 Lightning Reflexes (SRD)
3.20 Manic Depressive
3.90 Metalinguist
4.22 Mimicry
4.28 Mind's Eye
4.48 Natural Leader
4.10 Necrophysiology
4.52 Night Owl
4.56 Pack Attack
3.85 Pack Initiative
4.92 Pack Mule
4.02 Pack Rat
3.70 Pain Is My Friend
3.92 Pidgin
4.50 Poison Resistance
3.90 Poison Tolerance
3.96 Poison Use
4.35 Power Resting
4.12 Powerful Voice
4.25 Professional
3.80 Prophetic Dreamer
4.20 Rapid Metabolism (SRD)
4.55 Run (SRD)
4.25 Sage
4.20 Sage Focus
4.45 Seduction
4.06 Sense Magic
3.54 Silver Spoon
4.10 Skill Focus (SRD)
3.88 Skill Knack
4.48 Skill Mastery
3.30 Skill Specialization
4.40 Skilled *
3.87 Skilled Multiclass
3.96 Smooth Talker
4.47 Spell Defense
4.30 Spell Toughness
4.00 Spirit Of Vengeance
4.28 Stand Against Spell
3.75 Stipend
4.72 Stubborn Heart *
3.30 Sudden Action
4.52 Touch Of Grace
4.30 Toughness (SRD)
4.35 Track (SRD)
4.40 Two-weapon Combination
4.20 Uncanny Reaction *
3.98 Ventriloquism
4.42 Wondrous Pet

Special Feats

4.20 Backstab
4.40 Big Familiar
4.40 Cadaverous Familiar
4.38 Channel Against Outsiders
3.80 Cold-blooded Killer
4.45 Combat Fury
4.04 Combat Opportunist
4.55 Divine Armor
4.90 Divine Armor Of The Soul
4.00 Divine Deathward
4.08 Divine Dispel
4.20 Divine Elemental Fury
4.20 Divine Flame
4.56 Divine Force Of Personality *
4.45 Divine Fury
4.70 Divine Ghost Armor
3.82 Divine Healing / Wounding Touch *
3.70 Divine Impact
4.15 Divine Sight
4.00 Divine Weapon
4.50 Divine Wrath
4.58 Domain Focus
4.65 Domain Mastery
4.15 Elven Archery
4.30 Elven Swordmastery
4.30 Enchanted Familiar
4.70 Enhanced Turning
4.78 Extra Animal Companions *
4.28 Extra Bardic Music
4.05 Extra Familiar *
4.55 Extra Rage
4.90 Extra Turning (SRD)
4.60 Extra Wild Shape
4.85 Familiar Concentration
4.70 Familiar Development
4.56 Familiar Feat
4.36 Familiar Feat Merge
4.65 Familiar Focus
4.70 Familiar Range Extension *
4.60 Fiery Rage
4.50 Foul Sneaking
4.65 Ghost Touch
4.22 Greater Divine Dominion
3.07 Greater Spell Mastery
3.70 Greater Weapon Mastery
4.47 Healing Ki Touch
4.45 Heart Of Defiance
4.13 Heart Of Fury
4.80 Heart Of Invulnerability
4.20 Improved Animal Friendship
4.33 Improved Monk Ac Bonus
3.56 Improved Sneak Attack
4.70 Inspire Cooperation
4.30 Ki Of The Masters
4.33 Ki Sense
4.26 Linked Resistance
4.30 Monk Weapon Mastery
4.25 Natural Harmony
4.00 Penetrating Ki Strike
4.10 Penetrating Shot
3.87 Profane Death Blow
4.40 Profane Ghoul Strike
3.85 Profane Shadow Strike
4.20 Profane Shadowspawn
4.10 Profane Wight Strike
4.15 Profane Wightspawn
4.00 Profane Wraith Strike
4.10 Profane Wraithspawn
4.20 Shadowleap
4.67 Shield Undead
4.05 Spell Mastery (SRD)
4.10 Stalwart Defender
4.40 Strike Favored Enemy
4.40 Terrifying Rage
4.25 Undead Horde
4.55 Undead Mastery
4.02 Vital Strike
4.35 Way Of The Gargoyle
4.75 Weapon Specialization (SRD)
4.16 Wildcasting
4.15 Zealous Smite

Psionic Feats

2.20 Body Fuel (SRD)
4.05 Channel Psionic Touch
3.80 Combat Manifestation (SRD)
4.25 Crystal Psiweapon
3.80 Deep Impact (SRD)
4.20 Delay Power (SRD)
3.60 Disarm Mind (SRD)
4.45 Discover Psionic Combat Mode
4.65 Discover Psionic Power
3.60 Enlarge Power (SRD)
4.40 Ever-ready Shield
4.60 Extend Power (SRD)
3.80 Fell Shot (SRD)
3.95 Focused Psionic Power
4.60 Greater Power Penetration (SRD)
3.85 Greater Psionic Attack Focus
4.60 Greater Psionic Focus (SRD)
4.20 Hide Power (SRD)
4.10 Improved Crystal Psiweapon
4.20 Improved Inertial Armor
4.20 Improved Psicrystal (SRD)
4.45 Improved Psionic Buffer
4.80 Improved Psionic Dodge
4.15 Improved Psionic Fist
4.20 Improved Psionic Metabolism
3.90 Improved Psionic Shot
4.10 Improved Psionic Weapon
3.95 Improved Rapid Metabolism
4.00 Inertial Armor (SRD)
4.60 Inner Strength (SRD)
4.05 Layered Psionic Defense
4.20 Master Dorje (SRD)
4.40 Maximize Power (SRD)
3.45 Maximize Psionic Attack
4.20 Mental Adversary (SRD)
4.00 Mental Leap (SRD)
4.80 Metacreative (SRD)
4.05 Metaphysical Armoring
4.30 Mind Leach
3.60 Mind Trap (SRD)
4.10 Mirror Mind
4.25 Penetrating Psionic Fist
4.25 Penetrating Psionic Shot
4.25 Penetrating Psionic Weapon
3.20 Persistent Power (SRD)
4.40 Power Penetration (SRD)
3.65 Power Psicrystal
5.00 Power Touch (SRD)
3.85 Psionic Ability Drain
3.95 Psionic Attack Focus
4.20 Psionic Body (SRD)
4.80 Psionic Charge (SRD)
3.20 Psionic Dodge (SRD)
4.00 Psionic Fist (SRD)
4.80 Psionic Focus (SRD)
4.30 Psionic Ghost Fist
4.30 Psionic Ghost Shot
4.30 Psionic Ghost Weapon
4.10 Psionic Initiative
4.40 Psionic Metabolism (SRD)
4.10 Psionic Multifist
4.05 Psionic Multishot
4.05 Psionic Multiweapon
4.38 Psionic Rejuvenation
4.00 Psionic Shot (SRD)
4.00 Psionic Strike
4.00 Psionic Weapon (SRD)
4.00 Psychic Bastion (SRD)
4.20 Psychic Inquisitor (SRD)
4.25 Psychic Sense
4.20 Psychoanalyst (SRD)
4.80 Quicken Power (SRD)
4.30 Quicken Psionic Attack Mode
3.95 Quiet Whisper Of The Mind
3.20 Return Shot (SRD)
4.25 Solidify Inertial Armor
4.60 Speed Of Thought (SRD)
4.80 Stand Still (SRD)
3.90 Strengthen Inertial Armor
4.00 Talented (SRD)
4.35 Third Eye
5.00 Trigger Power (SRD)
4.10 Trigger Psionic Defense
3.95 True Power Of The Mind
4.00 Twin Power (SRD)
4.00 Twin Psionic Attack
3.80 Unavoidable Strike (SRD)
4.00 Up The Walls (SRD)
4.25 Vampire Mind
4.25 Vigilant Psychic Defender
4.00 Wild Talent *

Ultra-Special Feats

4.20 Area Power Resistance
4.20 Area Spell Resistance
4.45 Channeled Resistance
4.40 Enlarge Breath Weapon
4.75 Extra Primeval Ability
4.70 Focused Primeval Ability
4.60 Greater Focused Primeval Ability
4.45 Heighten Primeval Ability
4.25 Improved Multiweapon Fighting
4.75 Improved Resistance
3.80 Innate Metamagic
5.00 Multiattack (SRD)
4.90 Multidexterity (SRD)
4.20 Multihanded Weapon
4.90 Multiweapon Fighting (SRD)
4.70 Power Resistance: Clairsentience & Telepathy
4.25 Power Spell-like Abilities
4.45 Primeval Power
4.45 Ranged Resistance
4.15 Resistance Counterspell
4.10 Resistance Power Turning
4.10 Resistance Spell Turning
4.20 Resistance: Illusion
4.70 Spell Resistance: Divination
4.80 Spirited Dive
4.10 Spontaneous Spell-like Casting
4.60 Supernatural Resistance
4.75 Turn/rebuke Resistance




Combat Feats
The feats in this chapter are General feats of the subtype Offensive and Defensive. These are feats that would be appropriate as fighter bonus feats and are directly useful in melee and ranged combat.


ACCURATE ATTACK [General: Offense]
You can wield a single type of weapon with great deftness.
Prerequisite: Base attack bonus +3 or higher, Weapon Focus
Benefit: Select any one type of weapon that you have Weapon Focus for. With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. Since you need the second hand for balance, you may not use this feat while holding a shield.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. This feat gives virtual access to the Weapon Finesse feat; you can now learn feats for which Weapon Finesse is a prerequisite.
Notes: This is very much like the weapon finesse feat, but can be applied to a larger range of weapons. The prerequisite keeps it out of low-level hands.
  ACCURATE ATTACK Copyright 2000, Brendan Quinn
  Revised by the Netbook of Feats Review Board
  Balance: 3.52 (Purp 3.50, Pow 3.70, Port 3.20, Comp 4.00, Rule 3.20)


ALL-OUT ATTACK [General: Offense]
You attack recklessly, throwing caution to the wind.
Benefit: You may take a -4 penalty to Armor Class to add +2 to all attack rolls this round. The changes to Armor Class and attack bonus last until your first action next round.
  ALL-OUT ATTACK Copyright 2001, Carl Cramér
  Balance: 4.52 (Purp 4.60, Pow 4.00, Port 4.00, Comp 5.00, Rule 5.00)


ALTERNATE ATTACK [General: Offense]
You may alternate you attacks between two weapons.
Prerequisite: Base attack bonus +3 or higher
Benefit: If you are wielding two weapons, you may forego your extra attack (or attacks, if you have Improved Two-Weapon Fighting) with the off-hand weapon. If you do so, you may split your normal attack freely between the two weapons. Attacks with the weapon in your primary hand have no penalty, and attacks with the weapon your off hand suffer the normal -4 penalty for off-hand attacks unless you also have Ambidexterity. This feat can be used if one 'weapon' is an unarmed strike.
Normal: If you wield two weapons, you get all of the penalties for Fighting with Two Weapons as described on pages 124-5 in Core Rulebook I. The specific wording is "If you wield a second weapon in your off hand, you can get an extra attack per round with that weapon". You must use you primary weapon for all attacks other than the one extra attack. It does not specifically say that you only get that penalty if you use the extra attack. "Fighting in this way..." refers to wielding two weapons.
Notes: Some DMs may interpret this rule from Core Rulebook I in a different fashion, and allow this ability freely to all characters without the need to spend a feat. This feat merely outlines that there are two possible interpretations and documents the version that would require additional explanation.
  ALTERNATE ATTACK Copyright 2001, Michael J. Kletch
  Balance: 4.15 (Purp 4.00, Pow 3.75, Port 4.50, Comp 4.25, Rule 4.25)


AMBIDEXTERITY [General: Offense]
Prerequisite: Dex 15+
Benefit: The caracter ignores all penalties for using an off hand. The character is neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons.
  AMBIDEXTERITY Copyright 2000, System Reference Document
  Balance: 4.40 (Purp 4.25, Pow 4.25, Port 5.00, Comp 4.00, Rule 4.50)


ANYTHING GOES COMBAT [General: Offense]
In your hands almost anything is a dangerous weapon
Prerequisite: Int 13+, Dex 13+
Benefit: You are the master of the improvised weapon. You treat any object, including weapons you are not proficient with, as a simple melee weapon using the stats listed in this feat instead of the stats usually used for that object or weapon. You may still use weapons you have proficiency with using the stats listed in the PHB. Determine the size of the object or weapon and use the stats listed here.

Size Damage Threat Crit Reach
Tiny 1d2 20 X2 5
Small 1d4 20 X2 5
Medium 1d6 20 X2 5
Large 1d8 20 X2 5
Huge 1d10 20 X2 5

If the DM determines that there is no way the object in question could do regular damage it instead deals subdual damage. Additionally any object used as a weapon via this feat can deal subdual damage at your discretion without penalty.
Special: You may not take weapon feats applied to these weapons. For instance you cannot take (weapon focus anything goes combat) or (weapon focus beer mug).
Notes: the Anime, Ranma one half and the antics of Jackie Chan inspired this feat. It represents to find a way of using almost any object as a combat weapon by being creative and talented in the arts of mayhem.
  ANYTHING GOES COMBAT Copyright 2001, Anne Trent, Sigfried Trent
  Balance: 4.00 (Purp 5.00, Pow 4.00, Port 3.00, Comp 4.00, Rule 4.00)


ANYTHING GOES LONG [General: Offense]
You can throw nearly anything - ale tankards, rocks, bags of coins - and make it hurt.
Prerequisite: Base attack bonus +4 or higher, Dex 13+
Benefit: You may throw anything as a ranged weapon without suffering a non-proficiency penalty on your attack roll. Any object you can put your hands on is treated as a simple weapon, with the accompanying bonuses. Damage is based on weapon size, as listed below.

Size Damage Threat Crit Range
Tiny 1d2 20 X2 10
Small 1d4 20 X2 10
Medium 1d6 20 X2 10
Large 1d8 20 X2 10
Huge 1d10 20 X2 10

If the DM determines that there is no way the object in question could do regular damage (i.e. you are throwing a feather pillow) it instead deals subdual damage.
Notes: This does not give you the ability to use any object in melee combat; for that, see the Anything Goes Combat Feat.
  ANYTHING GOES LONG Copyright 2001, Joshua Turton
  Balance: 4.25 (Purp 4.25, Pow 4.00, Port 4.00, Comp 4.00, Rule 5.00)


ARMED DEFLECT ARROWS [General: Defense]
You can deflect arrows, including crossbow bolts, spears and other shot or thrown weapons with your chosen weapon.
Prerequisite: Weapon Focus, Dex 13+
Benefit: You gain the use of the Deflect Arrows feat, but can only use this ability when wielding a melee weapon that you have Weapon Focus with.
Notes: You can learn later feats for which Deflect Arrows is a prerequisites based on the 'virtual' feat learned with Armed Deflect Arrows, but you can then only use those feats when armed with a melee weapon that you have Weapon Focus with.
  ARMED DEFLECT ARROWS Copyright 2001, Carl Cramér, Eric D. Harry
  Balance: 4.35 (Purp 4.50, Pow 4.75, Port 4.25, Comp 4.00, Rule 4.25)


ARMOR FOCUS [General: Defense]
You move around in a certain type of armor without effort.
Prerequisite: Proficient With Armor, Base attack bonus +1 or higher
Benefit: When wearing a specified type of armor it inflicts 1 less skill penalty and the maximum Dex bonus is raised by one. This cannot reduce the penalties to sub zero levels.
Special: You can gain this feat multiple times. The effects does not stack. Each time you take the feat, it applies to a new type of armor.
  ARMOR FOCUS Copyright 2001, B. Marcus Lindberg, Scott Metzger
  Balance: 4.60 (Purp 4.75, Pow 4.75, Port 4.50, Comp 4.50, Rule 4.50)


ARMOR PROFICIENCY (HEAVY) [General: Defense]
Prerequisite: Armor Proficiency (light), Armor Proficiency (medium)
Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
  ARMOR PROFICIENCY (HEAVY) Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ARMOR PROFICIENCY (LIGHT) [General: Defense]
Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
  ARMOR PROFICIENCY (LIGHT) Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ARMOR PROFICIENCY (MEDIUM) [General: Defense]
Prerequisite: Armor Proficiency (light)
Benefit: When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
  ARMOR PROFICIENCY (MEDIUM) Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


ATTACK FOCUS [General: Offense]
You may sacrifice mobility and attacks to increase your ability to hit.
Prerequisite: Base attack bonus +6 or higher
Benefit: With a full attack, give up all your attacks but one for the round. This single attack gets a +2 bonus, plus an additional +2 bonus for each attack you gave up.
Example: Alan, with a base attack bonus of +12, can normally make three attacks in a round, at +12, +7, and +2. With Attack Focus, he can make a single attack at +18, a +6 bonus (+2 for the feat, +2 for each of the two attacks he gave up).
  ATTACK FOCUS Copyright 2001, Carl Cramér
  Balance: 4.38 (Purp 4.00, Pow 4.30, Port 4.60, Comp 5.00, Rule 4.00)


BLIND-FIGHT [General: Offense]
Benefit: In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit. An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn't lose a Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however. The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
  BLIND-FIGHT Copyright 2000, System Reference Document
  Balance: 4.65 (Purp 5.00, Pow 5.00, Port 4.75, Comp 3.75, Rule 4.75)


BODY COMBAT [General: Offense]
You may add an unarmed attack to your attack routine.
Prerequisite: Improved Unarmed Strike, Dex 15+
Benefit: You gain the use of the Two-Weapon Fighting and Ambidexterity feats, but only when your off-hand weapon is an unarmed attack such as a kick, knee, elbow smash or head butt or an armored variant of an unarmed attack such as a gauntlet, steel boot, kneepad, elbow guard or helmet.
Special: You can learn later feats for which Ambidexterity or Two-Weapon fighting are prerequisites based on the 'virtual' feats learned with Body Combat, but you can then only use those feats when you fulfill the limitations of Body Combat.
Notes: Unarmed attacks are of a size code two less that the user, and so are always light weapons. With this feat, an armored boot, kneepad, elbow guard, helmeted head or similar object works like a gauntlet, with or without spikes, and they can all be used with this feat if you are proficient with them.
  BODY COMBAT Copyright 2001, Carl Cramér
  Balance: 3.95 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.00)


BONDED WEAPON [General: Offense]
You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon.
Prerequisite: Base attack bonus +8 or higher, Improved Critical (with Weapon), Proficient With Weapon, Weapon Focus (with weapon), Weapon Specialization (with weapon)
Benefit: Choose a single unique weapon. For one month you train exclusively with that weapon, learning how to best wield that specific weapon most effectively. During the training period, you may use no other weapons or you must repeat the process. After the month of training, give the weapon a name to symbolize your intimate knowledge of the weapon. You gain an additional +2 to all attack rolls and +1 to damage with your named weapon (this stacks with the weapon focus and weapon specialization bonuses). You do not gain the bonuses or penalties of this feat when wielding a weapon of the same type, and suffer a -2 to all attack rolls with all other weapons.
Special: If ever your named weapon is destroyed or taken from your possession for more than a week, you must repeat the process of naming a weapon and continue to suffer the -2 to attack rolls with all weapons of a different type. You may never have more than one bonded weapon.
  BONDED WEAPON Copyright 2001, Tyson Neumann
  Balance: 4.08 (Purp 4.60, Pow 4.00, Port 4.20, Comp 3.60, Rule 4.00)


BOW MASTERY [General: Offense]
You are adept with either bows or crossbows.
Prerequisite: Weapon Focus (any Bow Or Crossbow), Base attack bonus +3 or higher
Benefit: You can choose to apply this feat to either bows or crossbows, but not both (unless this feat is taken twice). If you have previously taken Weapon Focus (any bow), you can apply the +1 attack bonus gained from this feat when wielding any bow that you are proficient in. Similarly, if you have previously chosen Weapon Focus (any crossbow), you can apply the +1 attack bonus gained from this feat when wielding any crossbow that you are proficient in.
Special: This feat can be chosen twice but does not stack with itself. The second time it is chosen you must apply its effects to either bows or crossbows, whichever wasn't chosen the first time this feat was taken.
  BOW MASTERY Copyright 2001, Eric D. Harry
  Balance: 4.10 (Purp 3.50, Pow 4.50, Port 4.75, Comp 3.50, Rule 4.25)


CALLED SHOT [General: Offense]
You do more damage with pinpoint attacks.
Prerequisite: Dex 13+
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all attack rolls for the round and add the same number to all weapon damage rolls for dexterity-based attacks. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.
Special: Creatures lacking an anatomy and thus immune to critical hits, are immune to this extra damage. Called shot can be used with ranged weapons at ranges up to 30 feet.
Notes: Dexterity-based attacks are attacks that use the dexterity modifier rather than the strength modifier for attack rolls; missile weapons, thrown weapons and weapons used with the Weapon Finesse feat. Called shot cannot be used with ranged touch attacks.
  CALLED SHOT Copyright 2001, Carl Cramér
  Balance: 3.80 (Purp 3.50, Pow 4.00, Port 4.00, Comp 3.75, Rule 3.75)


CLEAVE [General: Offense]
Prerequisite: Str 13+, Power Attack
Benefit: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round.
  CLEAVE Copyright 2000, System Reference Document
  Balance: 4.70 (Purp 5.00, Pow 4.25, Port 4.75, Comp 4.50, Rule 5.00)


CLEAVE ASUNDER [General: Offense]
Your Sunder attacks are usually more effective. You are trained in following through when you break an opponent's weapon or shield
Prerequisite: Sunder, Cleave, Power Attack, Str 13+
Benefit: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object he or she holds. You can use this ability only once per round.
  CLEAVE ASUNDER Copyright 2000, Michael J. Kletch
  Revised by the Netbook of Feats Review Board
  Balance: 4.38 (Purp 4.50, Pow 4.20, Port 4.50, Comp 4.20, Rule 4.50)


CLINCH [General: Offense]
You have mastered the art of fighting at very close quarters.
Prerequisite: Base attack bonus +3 or higher, Dodge
Benefit: Move in under the guard of an opponent standing within five feet, as a move-equivalent action. He gets an attack of opportunity against you while you do this. You don't actually move anywhere, just step slightly closer to your opponent, but you do get the benefit of the Mobility feat (if you have it). After you have moved in close, you get a +4 cover bonus to AC, and a +4 circumstance bonus to attack rolls against the opponent you closed in on. If you and your opponent is ever more than 5 feet away from each other, you lose this bonus. You also lose the bonus if you move in on or attack someone else.
Special: To use this feat your weapon must be of a size class two categories smaller than your opponent's. So a tiny dagger works against a medium-sized longsword, but not against a small shortsword. A natural weapon or unarmed attack has a size code two sizes smaller than the creature using it .
Notes: Roman shortswordsmen used this against longspears under king Pyrrhus. It was just successful enough to coin the term 'pyrrhic victory'.
  CLINCH Copyright 2000, Carl Cramér
  Balance: 3.40 (Purp 3.75, Pow 3.75, Port 3.00, Comp 2.75, Rule 3.75)


CLOSE ORDER COMBAT [General: Offense]
You are trained to fight in a close-order unit.
Prerequisite: Base attack bonus +1 or higher
Benefit: You and a comrade that also knows this feat can fight together effectively. If you take a 5 ft. step into his space during your turn, he can step into your space immediately, so that you exchange spaces. This allows both of you to make alternating attacks against the same opponent. To use this, you must delay your actions so that you act on the same initiative count, and you must both be using the same type of light weapon.
Notes: This feat is used by elite close-order units to let both the front ranks attack, and thus get greater attacking power on a small space.
  CLOSE ORDER COMBAT Copyright 2001, Carl Cramér
  Balance: 4.24 (Purp 4.00, Pow 4.30, Port 4.30, Comp 4.30, Rule 4.30)


COMBAT ARCHERY [General: Offense]
You are adept at firing ranged weapons in close quarters combat.
Prerequisite: Point Blank Shot
Benefit: You do not provoke attacks of opportunity, when attacking with a ranged weapon.
Normal: A character that attacks with a ranged weapon is subject to attacks of opportunity.
  COMBAT ARCHERY Copyright 2002, Alan Sullivan
  Balance: 4.65 (Purp 4.75, Pow 4.50, Port 4.75, Comp 5.00, Rule 4.25)


COMBAT FOCUS [General: Offense]
Paying little heed to distractions and other threats, you may focus your attacks on one opponent, leaving yourself open to others.
Prerequisite: Dodge, Improved Initiative, Base attack bonus +5 or higher
Benefit: On your action, before making attack rolls for a round, you may choose to focus your efforts against one opponent. Against this opponent, you get a +2 bonus to attack and a +1 dodge bonus to Armor Class. The +1 Armor Class bonus from Dodge must be applied to the same opponent for a total bonus of +2. You have a -2 penalty to Armor Class against all other opponents.
  COMBAT FOCUS Copyright 2000, Michael J. Kletch
  Balance: 3.44 (Purp 3.60, Pow 3.00, Port 3.30, Comp 3.30, Rule 4.00)


COMBAT REFLEXES [General: Offense]
Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy. The character may also make attacks of opportunity while flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.
  COMBAT REFLEXES Copyright 2000, System Reference Document
  Balance: 4.85 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 4.50)


COMBAT SURGE [General: Offense]
You can rush an action in combat at the cost of presenting opportunities to your opponents
Prerequisite: Improved Initiative, Base attack bonus +2 or higher
Benefit: On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your armor class until your next action. If you do so, you will gain +2 to your initiative for the remainder of this combat. The bonus begins on the next round. If the character takes the Refocus action, all bonuses gained from prior uses of this feat are lost.
Normal: A character without this feat can only modify his or her initiative situation with the Refocus full round action.
  COMBAT SURGE Copyright 2000, Michael J. Kletch
  Balance: 3.38 (Purp 2.60, Pow 4.00, Port 4.00, Comp 3.30, Rule 3.00)


COMBAT TACTICS [General: Offense]
You delay only a fraction of a second, losing an attack, but you increase your chance to penetrate your opponent's defenses with a precision strike.
Prerequisite: Int 13+, Base attack bonus +6 or higher
Benefit: When using the full attack action in melee, you may give up one attack from your attack sequence. You cannot sacrifice your last attack for the round in this way. You add the base attack bonus from the sacrificed attack to the attack roll for your next attack in the round. Other attack bonuses from the sacrificed attack, such as bonuses from magic, feats or Strength, are not carried over. Combat Tactics can only be employed once per round. If using two weapons or a double weapon, you may give up any one attack from any source. You may not combine Combat Tactics with Flurry of Blows or another feat or ability with a similar mechanic.
Example: A 13th level fighter has three attacks in a round with base attack bonuses of +13/+8/+3. Against a particular opponent, the +13 bonus may be give a good chance to hit, but the +8 bonus for the second attack is just not enough and the attack at +3 is almost useless. Combat Tactics is used, and the second attack is sacrificed. The third attack now has a +11 bonus to hit; the +8 is carried from the second attack and added to the +3 that the third attack would normally have.
  COMBAT TACTICS Copyright 2000, Michael J. Kletch
  Balance: 3.76 (Purp 3.60, Pow 4.00, Port 3.60, Comp 3.60, Rule 4.00)


CONCERTED ATTACK [General: Offense]
You are well trained in directing the efforts of others during a coordinated attack
Prerequisite: Base attack bonus +3 or higher, Knowledge (Combat)
Benefit: You can direct the efforts of your allies to gain an additional bonus to flanking efforts. When you are leading a flanking effort against a single opponent, your allies involved in the melee gain a +4 flanking bonus on the attack roll.
Normal: Gain a +2 on your attack roll when flanking
Special: You must be able to effectively communicate with the other flanking members.
Notes: This feat is designed to let a leader coordinate a better attack front against an opponent. By confusing the opponent and having the group work together under the direction of the leader, the flanking bonus increases.
  CONCERTED ATTACK Copyright 2000, Bradley H. Bemis Jr.
  Balance: 4.40 (Purp 4.80, Pow 4.20, Port 5.00, Comp 3.80, Rule 4.20)


COUNTER STRIKE [General: Offense]
You are trained in taking advantage of openings in your opponent's defenses when you successfully use the Skilled Parry feat.
Prerequisite: Base attack bonus +5 or higher, Dex 15+, Dodge, Expertise, Combat Reflexes, Skilled Parry
Benefit: Whenever you have successfully avoided an attack through use of the Skilled Parry feat, you may make an attack of opportunity against the attacker provided you are not unarmed.
Special: You may make a Counter Strike provided you are not denied your Dexterity bonus to Armor Class and you still have an attack of opportunity available to use. Counter Strike counts as an attack of opportunity and as such, the number of attacks of opportunity you have each round limits its usage.
  COUNTER STRIKE Copyright 2001, Tyson Neumann, Agustín Martín
  Balance: 4.10 (Purp 4.50, Pow 4.00, Port 4.25, Comp 4.00, Rule 3.75)


CREATE OPPORTUNITY [General: Offense]
Just when you thought you were as slippery as slippery can be, here comes somebody just a little bit quicker.
Prerequisite: Dex 15+, Combat Reflexes, Base attack bonus +3 or higher
Benefit: In lieu of ALL your attacks of opportunity for one round, you may make a single attack of opportunity against a target who moves more than 5' and moves through your threatened area in a manner that does not normally provoke an attack of opportunity.
Normal: Tumbling successfully does not provoke an attack of opportunity. Spring attack does not provoke an attack of opportunity from the attacker's target. You get no attacks of opportunity against a target with at least 50% cover.
Notes: If you have made even a single attack of opportunity since your last action, you may not use this feat, since you can no longer give up ALL attacks of opportunity. If the target has the feat Mobility, the mobility bonus to AC still applies.
  CREATE OPPORTUNITY Copyright 2001, Brian A. Smith
  Balance: 4.30 (Purp 4.25, Pow 4.25, Port 4.75, Comp 4.25, Rule 4.00)


DEFENSIVE STUDY [General: Offense]
Allows you to use your intelligence modifier instead of your dexterity modifier for armor class adjustments.
Prerequisite: 2 or more ranks of Sense Motive, Alertness
Benefit: Grants you the ability to substitute your intelligence modifier for your dexterity modifier when calculating armor class against a single opponent. To gain this benefit, you must be able to assess your opponent completely for at least three rounds of combat. During this period of study you are only able to take a partial action each round. Through the study of attack patterns you understand the best ways to avoid the attack methods used by your opponent.
  DEFENSIVE STUDY Copyright 2000, Bradley H. Bemis Jr.
  Balance: 4.20 (Purp 4.00, Pow 3.80, Port 4.80, Comp 4.00, Rule 4.40)


DEFLECT ARROWS [General: Defense]
Prerequisite: Dex 13+, Improved Unarmed Strike
Benefit: The character must have at least one hand free (holding nothing) to use this feat. Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If the character succeeds, the character deflects the weapon. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons can't be deflected.
  DEFLECT ARROWS Copyright 2000, System Reference Document
  Balance: 4.00 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.75, Rule 4.25)


DEFLECT ATTACK [General: Defense]
You can be more aggressive when Fighting Defensively.
Prerequisite: Str 13+, Int 13+, Power Attack, Sunder, Expertise
Benefit: When you are Fighting Defensively, your opponent provokes an Attack of Opportunity just before attacking you. Since you are Fighting Defensively, your Attack of Opportunity has a -4 penalty to attack. If the opponent attacks you with a weapon, your Attack of Opportunity can only be used as a Sunder attack against the weapon that is used to attack you. If the opponent attacks you with an unarmed attack or a natural weapon, you attack the unarmed strike or natural weapon, effectively making an Attack of Opportunity against your opponent. If your attack actually damages the opponent's weapon (or the opponent, in the case of an unarmed strike or natural weapon), subtract the damage dealt to the weapon or opponent from the damage you would sustain from their attack. In this way, it is possible to negate the damage from an opponent's attack.
Special: If you are attacking unarmed and you wish to use Deflect Attack, the prerequisites increase to "Str 13+, Dex 15+, Int 13+, Power Attack, Sunder, Expertise, Improved Unarmed Strike, Eagle Claw Attack, base attack bonus +2". This simply adds Eagle Claw Attack, necessary for unarmed Sunder attacks, and its prerequisites to this feat.
  DEFLECT ATTACK Copyright 2001, Michael J. Kletch
  Balance: 4.00 (Purp 4.75, Pow 3.75, Port 4.25, Comp 3.00, Rule 4.25)


DEFT LUNGE [General: Offense]
You are trained to take advantage of openings in an opponent's defenses
Prerequisite: Expertise, Dex 13+
Benefit: When you use the attack action or full attack action in non-mounted melee combat, you may take as much as a -5 penalty to Armor Class to add the same number (up to +5) to a single attack roll in the same round. This number may not exceed your base attack bonus. Unless you also have the Mobility feat, this attack draws an Attack of Opportunity from the defender. The changes to Armor Class last until your next action. The bonus to your attack roll will stack with any other bonus.
  DEFT LUNGE Copyright 2000, Michael J. Kletch
  Balance: 3.62 (Purp 3.30, Pow 3.60, Port 4.00, Comp 3.60, Rule 3.60)


DEXTEROUS DODGE [General: Defense]
You are skilled at dodging attacks.
Benefit: For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value. This feat can be taken several times, and stacks with itself.
Special: This feat grants virtual access to the Dodge feat, allowing you to take other feats for which Dodge is a prerequisite.
  DEXTEROUS DODGE Copyright 2001, Carl Cramér
  Comments: This feat was intended as a replacement for Dodge which some feel is to weak to be worth while. You generaly wouldn't use both in the same game.
  Balance: 4.60 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.50)


DODGE [General: Defense]
Prerequisite: Dex 13+
Benefit: During the character's action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
  DODGE Copyright 2000, System Reference Document
  Balance: 4.60 (Purp 5.00, Pow 4.25, Port 5.00, Comp 3.75, Rule 5.00)


DOUBLE WEAPON FIGHTING [General: Offense]
You've learned to fight effectively with both ends of your double weapon.
Prerequisite: Proficient With Weapon, Base attack bonus +1 or higher
Benefit: You fight with your chosen double weapon as though you had Two Weapon Fighting, Ambidexterity, and as though you were using two weapons with a light weapon in your off hand.
Normal: Use a double weapon as though you were using two weapons with a light weapon in your off hand.
Special: You may take this feat multiple times. Each time, it applies to a different double weapon.
Notes: You can learn later feats for which Ambidexterity or Two-Weapon fighting are prerequisites based on the 'virtual' feats learned with Double Weapon Fighting, but you can then only use those feats with the specific weapon you have chosen.
  DOUBLE WEAPON FIGHTING Copyright 2001, Eric D. Harry, Brian A. Smith
  Balance: 4.45 (Purp 4.25, Pow 4.50, Port 4.75, Comp 4.25, Rule 4.50)


DUCKING SHOT [General: Defense]
You are skilled at dodging while using your ranged weapon.
Prerequisite: Point Blank Shot, Dodge, Dex 13+
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunities caused while making a ranged attack in an area threatened by your enemies.
Notes: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
  DUCKING SHOT Copyright 2001, Albert Nakano
  Balance: 4.70 (Purp 4.50, Pow 4.75, Port 5.00, Comp 4.50, Rule 4.75)


ELVEN ARCHERY [General: Offense, Racial]
You are an expert in the art of elven archery.
Prerequisite: Elf or half-elf, Dex 13+, Point Blank Shot, base attack bonus +4 or higher
Benefit: When using any type of bow that you are proficient in, you can use your Dex modifier as a bonus to damage rolls against all opponents within 30 feet. This bonus does not stack with the damage bonus provided by a mighty bow and cannot be applied against a target immune to critical hits.
  ELVEN ARCHERY Copyright 2001, Eric D. Harry
  Balance: 4.15 (Purp 4.00, Pow 4.00, Port 4.25, Comp 4.50, Rule 4.00)


EXOTIC WEAPON PROFICIENCY [General: Offense]
Prerequisite: Base attack bonus +1 or higher
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Special: The character can gain this feat multiple times. Each time The character takes the feat, it applies to a new weapon. Proficiency with the bastard sword or the dwarven waraxe has a prerequisite of Str 13+.
  EXOTIC WEAPON PROFICIENCY Copyright 2000, System Reference Document
  Balance: 4.70 (Purp 4.50, Pow 4.75, Port 4.50, Comp 5.00, Rule 4.75)


EXPERT AIM [General: Offense]
You may attack exacting precision, resulting in extra damage.
Prerequisite: Precise Shot, Base attack bonus +6 or higher
Benefit: If you take the Full Attack action when using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack with a range of 30 ft. or less using your Expert Aim. While you normally apply your Dexterity bonus only to attack, in this case you also apply your Dexterity bonus to damage. This feat is ineffective against creatures that are not subject to critical hits (e.g. constructs, elementals, oozes, plants and undead).
Normal: Your dexterity bonus applies only to your attack roll.
  EXPERT AIM Copyright 2000, Michael J. Kletch
  Balance: 4.10 (Purp 4.00, Pow 4.00, Port 4.50, Comp 4.00, Rule 4.00)


EXPERTISE [General: Defense]
Prerequisite: Int 13+
Benefit: When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on the character's attack and add the same number (up to +5) to the character's Armor Class. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.
Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.
  EXPERTISE Copyright 2000, System Reference Document
  Balance: 4.90 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.50, Rule 5.00)


FAR SHOT [General: Offense]
Prerequisite: Point Blank Shot
Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.
  FAR SHOT Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


FENCING STANCE [General: Defense]
You defend well with a single weapon light weapon.
Prerequisite: Weapon Finesse
Benefit: When employing a single weapon for which you have Weapon Finesse in one hand, and using the other hand for balance only, your defensive stance improves, granting you a +2 Dodge bonus to Armor Class.
  FENCING STANCE Copyright 2001, Carl Cramér
  Balance: 3.85 (Purp 3.75, Pow 3.25, Port 4.25, Comp 4.25, Rule 3.75)


FLASHY ATTACK [General: Offense]
You are able to use an impressive display of prowess to catch your opponents off guard
Prerequisite: Base attack bonus +6 or higher, Accurate Attack or Weapon Finesse with the weapon used
Benefit: As a full round action, you can add your charisma modifier (in addition to all other modifiers) to your attack roll.
Special: This feat can be taken multiple times, each time it applies to a new weapon. Fighters may take this as a bonus feat.
  FLASHY ATTACK Copyright 2000, Brendan Quinn
  Balance: 4.64 (Purp 4.20, Pow 4.80, Port 4.80, Comp 4.40, Rule 5.00)


FLURRY OF BLADES [General: Offense]
You can strike exceptionally fast with light weapons.
Prerequisite: Weapon Finesse, Weapon Focus (with weapon), Base attack bonus +3 or higher, Dex 13+
Benefit: Choose one weapon that you have Weapon Focus and Weapon Finesse for. When unencumbered, in light armor or less, and wielding this type of weapon, you may make one extra attack per round. The attack is at your highest base attack bonus, but each attack (the extra one and all the normal ones) suffer a -2 penalty. You must use the full attack action. This feat does not stack with other feats/abilities that grant extra attacks, such as Flurry of Blows, two weapon use, double weapons, or creatures that make multiple attacks. It does stack with the iterative attacks of a character with high base attack bonus.
Notes: This is a fencing technique, and fits well in a renaissance-style game.
  FLURRY OF BLADES Copyright 2001, Carl Cramér
  Balance: 4.02 (Purp 4.00, Pow 3.70, Port 4.20, Comp 4.20, Rule 4.00)


FRACTURE [General: Offense]
You are skilled at exploiting weaknesses in objects.
Prerequisite: Sunder, Power Attack, Base attack bonus +2 or higher
Benefit: When attacking an object with hardness greater than or equal to that of your weapon, you gain +2 circumstance bonus to damage. When you are attacking an object with hardness less than that of your weapon, you gain a +5 circumstance bonus to damage.
  FRACTURE Copyright 2000, Michael J. Kletch
  Balance: 3.76 (Purp 3.00, Pow 3.60, Port 4.30, Comp 3.60, Rule 4.30)


GREAT CLEAVE [General: Offense]
Prerequisite: Str 13+, Power Attack, Cleave, Base attack bonus +4 or higher
Benefit: As Cleave, except that the character has no limit to the number of times the character can use it per round.
  GREAT CLEAVE Copyright 2000, System Reference Document
  Balance: 4.80 (Purp 5.00, Pow 4.25, Port 4.75, Comp 5.00, Rule 5.00)


GREAT SUNDER [General: Offense]
Prerequisite: Str 13+, Power Attack, Sunder, Reserve power points 5+
Benefit: When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). "Total hardness" includes any magical or psionic enhancements possessed by the weapon that normally add to its hardness. However, to strike and do any damage to a magically or psionically enhanced weapon, you still need a weapon of equal or better enhancement.
Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object's total hardness (round down) when attacking that object.
  GREAT SUNDER Copyright 2001, System Reference Document
  Balance: 3.80 (Purp 4.00, Pow 4.00, Port 4.00, Comp 3.00, Rule 4.00)


GREATER OVERRUN [General: Offense]
It becomes easier to make overruns.
Benefit: On a charge, you can overrun more than one target. When not charging, you can make a single overrun. You can make overruns even if you have not moved 10 ft. You still trigger attacks of opportunity in the normal fashion.
  GREATER OVERRUN Copyright 2001, Carl Cramér
  Balance: 4.18 (Purp 4.60, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.30)


GREATWEAPON QUICKNESS [General: Offense]
Your mastery of this style reflects strengthened wrist muscles and honed reflexes, allowing blindingly fast strikes with the largest of weapons.
Prerequisite: Str 13+, Base attack bonus +4 or higher
Benefit: When you wield a two-handed weapon (a weapon whose size is larger than the wielder's size) with proficiency, you receive a +4 initiative adjustment. This bonus only applies while you wield a two-handed weapon; if you perform some other action (switching to a non-two-handed weapon, drinking a potion, etc.), use your unmodified initiative.
  GREATWEAPON QUICKNESS Copyright 2002, Rick Coen
  Balance: 3.35 (Purp 3.25, Pow 3.50, Port 3.50, Comp 3.00, Rule 3.50)


IMPROVED BULL RUSH [General: Offense]
Prerequisite: Str 13+, Power Attack
Benefit: When the character performs a bull rush, the character does not draw an attack of opportunity from the defender.
  IMPROVED BULL RUSH Copyright 2000, System Reference Document
  Balance: 4.85 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 5.00)


IMPROVED COMBAT FOCUS [General: Offense]
You have practiced the arts of two-on-one combat, enhancing your Combat Focus.
Prerequisite: Combat Focus
Benefit: When using the Combat Focus feat, you may specify two opponents to focus against. Against the second, you have neither bonuses nor penalties.
  IMPROVED COMBAT FOCUS Copyright 2000, Michael J. Kletch
  Balance: 3.22 (Purp 2.60, Pow 2.60, Port 3.00, Comp 3.60, Rule 4.30)


IMPROVED CRITICAL [General: Offense]
Prerequisite: Proficient With Weapon, Base attack bonus +8 or higher
Benefit: When using the weapon the character selected, the character's threat range is doubled.
Special: The character can gain this feat multiple times. The effects do not stack. Each time the character takes the feat, it applies to a new weapon.
Notes: "Keen" magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple.
  IMPROVED CRITICAL Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 5.00, Pow 4.75, Port 5.00, Comp 5.00, Rule 5.00)


IMPROVED DEFLECT ARROWS [General: Defense]
You can deflect arrows several times in a round.
Prerequisite: Deflect Arrows, Dex 13+
Benefit: You may Deflect Arrows more than once each round. Each attempt at deflection beyond the first counts as one of your attacks of opportunity for the round.
  IMPROVED DEFLECT ARROWS Copyright 2001, Carl Cramér, Daniel Langdon
  Balance: 4.82 (Purp 4.70, Pow 4.70, Port 5.00, Comp 5.00, Rule 4.70)


IMPROVED DEFLECT ATTACK [General: Defense]
You expertly block many incoming attacks.
Prerequisite: Str 13+, Int 13+, Power Attack, Sunder, Expertise, Combat Reflexes, Deflect Attack
Benefit: When using Deflect Attack, you ignore the -4 penalty to attack normally associated with Fighting Defensively. This does not affect any other attacks you make while Fighting Defensively.
  IMPROVED DEFLECT ATTACK Copyright 2001, Michael J. Kletch
  Balance: 4.60 (Purp 4.25, Pow 4.25, Port 4.75, Comp 5.00, Rule 4.75)


IMPROVED DISARM [General: Offense]
Prerequisite: Int 13+, Expertise
Benefit: The character does not suffer an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent have a chance to disarm.
  IMPROVED DISARM Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


IMPROVED DODGE [General: Defense]
Your Dodge feat bonus applies against all attackers.
Prerequisite: Dex 13+, Dodge
Benefit: The dodge bonus to Armor Class that you receive from the Dodge feat now applies against all attacks, not only those of one specific opponent.
Notes: The Dodge feat was always a sore point with me, because stating who you applied the bonus against slowed down play.
  IMPROVED DODGE Copyright 2001, Carl Cramér
  Balance: 4.60 (Purp 4.75, Pow 4.00, Port 4.50, Comp 5.00, Rule 4.75)


IMPROVED FAR SHOT [General: Offense]
You can attack with ranged weapons more accurately at long range.
Prerequisite: Point Blank Shot, Far Shot, Base attack bonus +2 or higher
Benefit: You gain a +2 bonus that only works to negate range-based penalties.
Notes: This feat is not very useful for player characters but would be very useful for NPCs in mass combat situations.
  IMPROVED FAR SHOT Copyright 2001, Albert Nakano
  Balance: 4.45 (Purp 4.25, Pow 4.25, Port 5.00, Comp 4.25, Rule 4.50)


IMPROVED POWER ATTACK [General: Offense]
You can control the amount of power you put behind each of your strikes.
Prerequisite: Str 15+, Power Attack, Base attack bonus +3 or higher
Benefit: You can select how much of your base attack bonus to use with Power Attack for each attack separately, instead of using a fixed amount for the whole round.
  IMPROVED POWER ATTACK Copyright 2002, Carl Cramér
  Balance: 4.55 (Purp 5.00, Pow 3.75, Port 4.50, Comp 4.75, Rule 4.75)


IMPROVED POWER DOUBLE WEAPON [General: Offense]
You can inflict terrible blows with a double weapon.
Prerequisite: Double Weapon Fighting, Power Attack, Power Double Weapon, Base attack bonus +6 or higher
Benefit: When wielding a double weapon, you add one and one-half your Strength bonus to damage rolls with both your primary attack(s) and secondary attack(s).
Normal: Without this feat you add your full Strength bonus to damage rolls with your primary attacks and half your Strength bonus to damage rolls with your secondary attack.
  IMPROVED POWER DOUBLE WEAPON Copyright 2001, Eric D. Harry
  Balance: 4.10 (Purp 4.00, Pow 4.00, Port 3.75, Comp 4.50, Rule 4.25)


IMPROVED SUBDUAL [General: Offense]
You really know how to subdue opponents.
Prerequisite: Proficient In A Bludgeoning Weapon
Benefit: When attacking with a bludgeoning weapon and attempting to do subdual damage you do not incur the usual penalties for attempting to do subdual damage. Also, the weapon's threat range is doubled when dealing subdual damage.
  IMPROVED SUBDUAL Copyright 2001, Scott Metzger
  Balance: 4.15 (Purp 4.00, Pow 3.75, Port 4.50, Comp 4.00, Rule 4.50)


IMPROVED SUBDUE [General: Offense]
You are skilled in making subdual attacks
Benefit: When using a weapon that does normal damage for a subdual attack, you are not subject to the normal -4 penalty to hit.
Normal: Characters striking to subdue with normal weapons do so at -4 to hit.
  IMPROVED SUBDUE Copyright 2001, Rebecca Glenn
  Balance: 4.78 (Purp 4.30, Pow 5.00, Port 5.00, Comp 5.00, Rule 4.60)


IMPROVED TRIP [General: Offense]
Prerequisite: Int 13+, Expertise
Benefit: If the character trips an opponent in melee combat, the character immediately gets a melee attack against that opponent as if the character hadn't used the character's attack for the trip attempt.
  IMPROVED TRIP Copyright 2000, System Reference Document
  Balance: 4.95 (Purp 5.00, Pow 5.00, Port 5.00, Comp 4.75, Rule 5.00)


IMPROVED TWO-WEAPON FIGHTING [General: Offense]
Prerequisite: Two-weapon Fighting, Ambidexterity, Base attack bonus +9 or higher
Benefit: In addition to the standard single extra attack the character gets with an off-hand weapon, the character gets a second attack with the off-hand weapon, albeit at a -5 penalty.
Normal: Without this feat, the character can only get a single extra attack with an off-hand weapon.
Special: A ranger who meets only the base attack bonus prerequisite can gain this feat, but can only use it when wearing light armor or no armor.
  IMPROVED TWO-WEAPON FIGHTING Copyright 2000, System Reference Document
  Balance: 4.55 (Purp 4.50, Pow 4.25, Port 4.50, Comp 4.75, Rule 4.75)


IMPROVED UNARMED STRIKE [General: Offense]
Benefit: The character is considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when the character attacks them while unarmed. However, the character still gets an opportunity attack against any opponent who makes an unarmed attack on the character.
Special: A monk fighting unarmed automatically gains the benefit of this feat.
  IMPROVED UNARMED STRIKE Copyright 2000, System Reference Document
  Balance: 4.70 (Purp 4.50, Pow 4.50, Port 4.75, Comp 5.00, Rule 4.75)


IMPROVISED WEAPONS [General: Offense]
Lower the non-proficiency penalty of weapons.
Prerequisite: Base attack bonus +2 or higher
Benefit: When you use a weapon that you are not proficient with, or an improvised weapon for which no proficiency is possible, you suffer only a -2 penalty to hit.
Normal: The normal penalty in this situation is -4.
  IMPROVISED WEAPONS Copyright 2001, Carl Cramér
  Balance: 4.40 (Purp 4.00, Pow 4.50, Port 4.75, Comp 4.25, Rule 4.50)


LETHAL FIST [General: Offense]
Your unarmed attacks cause lethal damage.
Prerequisite: Improved Unarmed Strike
Benefit: You can opt to do normal or subdual damage with unarmed and grappling attacks.
Special: Monks already have this as a class ability.
  LETHAL FIST Copyright 2001, Carl Cramér
  Balance: 4.75 (Purp 4.75, Pow 4.75, Port 4.75, Comp 5.00, Rule 4.50)


LIGHTNING PARRY [General: Defense]
You use your lightning-quick strikes for defense instead of attack.
Prerequisite: Base attack bonus +3 or higher
Benefit: For each attack that you give up, you get a +2 dodge bonus to Armor Class. You choose which attacks to use this way. The Dodge bonus applies until the beginning of your next round. The maximum dodge bonus you can get this way is +4.
Special: Abilities that lets you attack several opponents as one attack (such as Whirlwind Attack) only count as one attack for the purpose of this feat. You cannot use the extra attacks granted by Cleave or attacks of opportunity to improve your armor class.
Notes: If you have extra attacks for any reason, such as due to haste, a weapon of speed, or various other magics, feats or tactics, those can now be used for defense. You must be able to make those attacks as a part of whatever type of action you are performing for the round, and incur all penalties associated with the multiple attacks you are using, such as those outlined under Two-Weapon Fighting or Flurry of Blows.
  LIGHTNING PARRY Copyright 2002, Carl Cramér
  Balance: 3.76 (Purp 4.30, Pow 3.60, Port 4.30, Comp 3.30, Rule 3.30)


MAIN GAUCHE [General: Defense]
Defend with an off-hand weapon
Prerequisite: Two-weapon Fighting
Benefit: If you are using a light off-hand weapon, or even holding a buckler, hat or rolled up cloak in your off hand, you can use your off-hand weapon to defend. It also works with a double weapon. You must make a full-round attack, and you are giving up all off-hand attacks for the round. This gives you a +4 bonus to Armor Class and a -2 penalty to attack.
Special: If you use a buckler this way, you do not get its normal armor bonus.
Notes: Main Gauche means simply 'left hand', but it is often applied to a left-hand parrying dagger and the fighting style that goes with it. The forerunner of modern fencing, it uses an off hand weapon to deflect attacks, but not to attack with. This feat represent the very earliest fencing styles, and is appropriate for an early renaissance campaign.
  MAIN GAUCHE Copyright 2001, Carl Cramér
  Balance: 4.20 (Purp 5.00, Pow 4.00, Port 4.00, Comp 4.00, Rule 4.00)


MARTIAL WEAPON PROFICIENCY [General: Offense]
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
  MARTIAL WEAPON PROFICIENCY Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


MISSILE PROOF [General: Defense]
You may block projectiles easily with your shield.
Prerequisite: Combat Reflexes, Shield Proficiency
Benefit: You must be using a Buckler, Small Shield or Large Shield when using this feat. Once per round when you or someone immediately behind you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). You add a Small or Large Shield's armor bonus, and enhancement bonus if applicable, to your Reflex roll for purposes of this feat. If you succeed, you deflect the weapon. You must be aware of the attack and not flat-footed. You may block an incoming missile attack with your shield only once per round. This feat also allows the character to block magical projectile attacks (e.g. Melf's acid arrow, fire arrow), but the shield will sustain any damage from the spell that exceeds its hardness. Against special attacks with splash damage (e.g. acid, alchemist's fire, etc.), if the Reflex saving throw is successful, the shield takes the primary damage and you take only the splash damage.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, you may block an additional missile attack with your shield. You may not block more attacks in a round than 1 + your Dexterity bonus (minimum of one attack).
  MISSILE PROOF Copyright 2000, Michael J. Kletch
  Balance: 4.20 (Purp 4.50, Pow 4.00, Port 4.75, Comp 3.50, Rule 4.25)


MOBILITY [General: Defense]
Prerequisite: Dex 13+, Dodge
Benefit: The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area. Note: A condition that makes the character lose the Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.
  MOBILITY Copyright 2000, System Reference Document
  Balance: 5.00 (Purp 5.00, Pow 5.00, Port 5.00, Comp 5.00, Rule 5.00)


MOUNTED ARCHERY [General: Offense]
Prerequisite: Ride skill, Mounted Combat
Benefit: The penalty the character suffers when using a ranged weapon from horseback is halved: -2 instead of -4 if the character's mount is taking a double move, and -4 instead of -8 if the character's mount is running.
  MOUNTED ARCHERY Copyright 2000, System Reference Document
  Balance: 4.90 (Purp 5.00, Pow 4.75, Port 5.00, Comp 4.75, Rule 5.00)


MOUNTED COMBAT [General: Defense]
Prerequisite: Ride skill
Benefit: Once per round when the character's mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character's Ride check is greater than the attack roll (essentially, the Ride check becomes the mount's Armor Class if it's higher than the mount's regular AC).
  MOUNTED COMBAT Copyright 2000, System Reference Document
  Balance: 4.65 (Purp 4.50, Pow 4.75, Port 4.50, Comp 4.75, Rule 4.75)


MOUNTED DODGE [General: Defense]
You may avoid attacks to yourself or your mount.
Prerequisite: Wild Rider, Mounted Combat, Ride skill
Benefit: When mounted, you may use your Ride skill and Mounted Combat feat to evade attacks against yourself or against your mount. Either use counts against the limitation on how often Mounted Combat can be used.
  MOUNTED DODGE Copyright 2001, Carl Cramér
  Balance: 4.36 (Purp 5.00, Pow 3.60, Port 4.60, Comp 4.30, Rule 4.30)


MOUNTED OVERRUN [General: Offense]
It becomes easier to make mounted overruns.
Prerequisite: Mounted Combat, Ride
Benefit: On a charge, your mount can overrun more than one target. When not charging, your mount can make a single overrun. Your mount can make overruns even if it has not moved 10 ft. You still trigger attacks of opportunity in the normal fashion.
Notes: This works very nicely with the Trample feat, making it possible to trample a series of opponents each round.
  MOUNTED OVERRUN Copyright 2002, Carl Cramér
  Balance: 4.30 (Purp 4.60, Pow 4.00, Port 4.30, Comp 4.00, Rule 4.60)


NEAR AND FAR [General: Offense]
Your skill with long weapons is extraordinary.
Benefit: When using a weapon with reach, you may attack adjacent foes as well as those within the reach of your weapon.
  NEAR AND FAR Copyright 2001, Michael J. Kletch
  Balance: 4.25 (Purp 4.50, Pow 4.00, Port 4.00, Comp 4.75, Rule 4.00)


OPPORTUNITY SHOT [General: Offense]
You shoot so fast that you can make ranged attacks of opportunity at point-blank range.
Prerequisite: Base attack bonus +8 or higher, Dex 13+, Point Blank Shot, Rapid Shot
Benefit: When armed with a ranged weapon that is ready for use, you have an effective reach of 30 ft. (up to the range of your weapon) and can make ranged attacks of opportunity in any area out to this range. You may not make ranged attacks of opportunity if you are standing in an area threatened by an opponent.
Normal: Ranged weapons normally can't make attacks of opportunity, and you have no threatened area when using them.
Special: If you use Rapid Shot in the same round as you use Opportunity Shot, the -2 attack penalty applies to Opportunity Shot as well.
Notes: You can't make an attack of opportunity against an opponent with 1/2 or more cover, such as behind another character.
  OPPORTUNITY SHOT Copyright 2001, Carl Cramér, Eric D. Harry
  Balance: 4.25 (Purp 4.75, Pow 4.00, Port 4.25, Comp 3.75, Rule 4.50)


PIERCING SHOT [General: Offense]
Your crossbow bolts pierce armor.
Prerequisite: Proficiency With Any Crossbow
Benefit: When you shoot a crossbow or firearm, any threat roll that also is a successful attack with the weapon always results in a Critical Hit. This feat only applies to attacks at a range of up to 30 feet.
Normal: See Critical Hits, page 123 in the 3rd Edition Player’s Handbook.
Notes: This could be a house rule rather than a feat.
  PIERCING SHOT Copyright 2001, Carl Cramér
  Balance: 3.82 (Purp 4.60, Pow 3.00, Port 3.30, Comp 4.60, Rule 3.60)


PIN WEAPON [General: Offense]
This feat allows you to lock blades with an opponent, reducing his ability to react
Prerequisite: Base attack bonus +3 or higher
Benefit: As a full-attack action, you can strike an opponent's weapon to pin it. This works like a disarm but does not trigger an attack of opportunity. A successful pin causes both of you to be flat-footed as long as it is maintained.
Special: You must remain within 5' of one another to maintain the pin. Either of you can end the pin on your turn by moving away, letting go of his weapon, or as a standard action.
Example: Friar Tuck is rescuing some children from a castle dungeon when a guard blocks the way. Tuck pins his weapon, shouting for the children to run past. The guard cannot make any attacks of opportunity, as he is flat-footed.
Notes: You can only use Pin Weapon unarmed if you have the Improved Unarmed Combat feat.
  PIN WEAPON Copyright 2001, Carl Cramér
  Balance: 4.20 (Purp 4.50, Pow 4.50, Port 5.00, Comp 4.00, Rule 3.00)


POINT BLANK SHOT [General: Offense]
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  POINT BLANK SHOT Copyright 2000, System Reference Document
  Balance: 4.90 (Purp 4.75, Pow 5.00, Port 5.00, Comp 4.75, Rule 5.00)


POLE FIGHTING [General: Offense]
When fighting with a pole arm you can use the butt to strike opponents
Prerequisite: Str 13+, Weapon Proficiency With A Pole Arm
Benefit: When using a pole arm in two hands, you can use the butt end to make an additional attack. The butt end counts as a normal club for most purposes, but it keeps the pole-weapon's original size. For pole-arms without reach, this allows you to use them as double weapons. That is, you can fight as if using two weapons, but if you do, you incur all the normal penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. For pole arms with reach, it means you can use the butt, without reach, and thus strike adjacent opponents. You are effectively using your butt end in two hands and get the improved damage bonus from strength that this allows.
Special: Pole arms include the halfspear, shortspear, trident, glaive, guisarme, halberd, longspear, ranseur and quarterstaff. The merits of this feat are intrinsic to the quarterstaff.
  POLE FIGHTING Copyright 2001, Carl Cramér
  Balance: 4.44 (Purp 4.60, Pow 4.60, Port 4.70, Comp 4.10, Rule 4.20)


POWER ATTACK [General: Offense]
Prerequisite: Str 13+
Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.
  POWER ATTACK Copyright 2000, System Reference Document
  Balance: 4.65 (Purp 4.50, Pow 4.50, Port 4.75, Comp 4.75, Rule 4.75)


POWER DOUBLE WEAPON [General: Offense]
You have learned to maximize the strength of your blows when wielding a double weapon.
Prerequisite: Double Weapon Fighting, Power Attack, Base attack bonus +3 or higher
Benefit: When wielding a double weapon, you add your full Strength bonus to damage rolls with all of your primary and secondary attacks.
Normal: Without this feat you add your full Strength bonus to dam